using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
using Microsoft.Xna.Framework.Media;

namespace DoodleJump3
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        ContentManager contentManager;
        
        //Screen Management
        Screen currentScreen;
        MenuScreen menuScreen;
        GameScreen gameScreen;

        //Touch Input
        TouchCollection touchCollection;

        //Buttons
        List<Button> currentButtons;


        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            graphics.IsFullScreen = true;
            Content.RootDirectory = "Content";

            contentManager = this.Content;

            // Frame rate is 30 fps by default for Windows Phone.
            TargetElapsedTime = TimeSpan.FromTicks(333333);
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            //SpriteBatch for Drawing
            spriteBatch = new SpriteBatch(GraphicsDevice);

            //Screen Management
            menuScreen = new MenuScreen(graphics, contentManager, spriteBatch);
            gameScreen = new GameScreen(graphics, contentManager, spriteBatch);
            currentScreen = menuScreen;

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();
        
                touchCollection = TouchPanel.GetState();
                currentButtons = currentScreen.getButtons();

                foreach (TouchLocation tl in touchCollection)
                {
                    if ((tl.State == TouchLocationState.Pressed)
                            || (tl.State == TouchLocationState.Moved))
                    {
                        for (int n = 0; n < currentButtons.Count; n++)
                        {
                            if (tl.Position.X >= currentButtons[n].getPosition().X && tl.Position.X <= currentButtons[n].getPosition().X + currentButtons[n].getTexture().Width 
                                && tl.Position.Y >= currentButtons[n].getPosition().Y && tl.Position.Y <= currentButtons[n].getPosition().Y + currentButtons[n].getTexture().Height)
                            {
                                if (currentButtons[n] is GameButton)
                                {
                                    currentButtons[n].action();
                                    currentScreen = gameScreen;
                                }
                                else if (currentButtons[n] is MenuButton)
                                {
                                    currentButtons[n].action();
                                    currentScreen = menuScreen;
                                }
                            }
                        }
                    }
                }

            currentScreen.Update(gameTime);

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            if(currentScreen is MenuScreen)
                GraphicsDevice.Clear(Color.Yellow);
            else
                GraphicsDevice.Clear(Color.Blue);

            currentScreen.Draw();

            base.Draw(gameTime);
        }
    }
}
